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Caed Nua Stronghold icon
StrongholdRestored
Part of the Stronghold in a restored state.
General
Type Stronghold
Exits World Map
Endless Paths of Od Nua
Black Meadow
Woodend Plains
Buildings Artificer's Hall
Brighthollow
Chapel
Craft Hall
Curio shop
Main Keep
Warden's Lodge
Point of Interest Hedge Maze
Training grounds
Merchant Stalls
Forum
Other
Side Quests The Old Watcher
Technical
Internal Name AR_0601_Stronghold_Exterior
Loading Screen
File:Lsc caed nua 01.jpg

The Caed Nua stronghold is located in the Eastern Reach, north of Defiance Bay. It is directly above the Endless Paths of Od Nua. In Pillars of Eternity, Relatively early in their adventure, the player is awarded a stronghold and house. The Stronghold then becomes the common rally point for their companions and a domain to manage.

They can use this as a base of operations for storage, rest, organization and investment as they desire. The stronghold also has a unique play mechanic surrounding the allocation of resources. This is geared toward making the stronghold a profitable side-venture for the characters. The Stronghold provides the player with the ability to make large scale changes, undertake special quests, customize the contents of the stronghold and the surrounding environment, and engage in light strategic gameplay between adventures.[1][2]

Management

When the player comes into possession of the stronghold, it is old and dilapidated, and they will want to work with their steward to upgrade it as soon as they can. These upgrades will, in turn, increase security or prestige of the place, open up new activities and events that can happen, which will make the stronghold a dynamic and fun place to own. You can further influence it by employing hirelings to stay at your stronghold.[3]

You can begin collecting taxes from your populace as soon as you gain the stronghold. The amount of taxes you collect increases with your prestige (because people know of you and like you), but the amount also increases with higher security, since some taxes are lost to banditry. Additionally, security helps reduce the number of "bad" random events, while prestige increases the number of "good" random events. You will want to keep both of those values high. [3]

Rating summary
  • Security – reduces the taxes you lose to banditry and the frequency of “bad” random events.
  • Prestige – increases the taxes you collect and the frequency of “good” random events.

Upgrades

The stronghold and house can be restored and upgraded to increase its aesthetic and practical value. Upgrades are useful in that they can unlock a number of fringe benefits. Most upgrades in some way impact either the Prestige or Security of the place. These traits are all-important in determining the success of unexpected events. Other upgrades offer additional buffs to your characters' traits, which are useful in the field.[1]

All such upgrades cost both money and in-game time to build but you don't have to wait at the stronghold while they are built. You can continue adventuring, and you will be notified when they are built. Upgrades can also serve as prerequisites for other upgrades. Individual sections of the stronghold get upgraded individually and each section has two states, ruined and restored.[4]

Name Bonus Prestige Security Cost Build Time
Training grounds Might resting bonus + 0 + 2 1500 cp 2 days
Library Lore resting bonus + 2 + 0 900 cp 2 days
Forum[5] Intellect resting bonus + 4 + 0 1200 cp 2 days
Hedge Maze[5] Stealth resting bonus + 0 + 3 1400 cp 2 days
Botanical gardens creates plants every turn + 1 + 0 1800 cp 2 days
Curio shop produces creature parts every turn + 1 + 0 1800 cp 2 days
Dungeons you can take certain NPCs as prisoners + 0 + 0 1200 cp 3 days
Bailey needed to build the Training grounds.[3] + 2 + 0 800 cp 2 days
Barracks needed to hire hirelings. + 0 + 3 2000 cp 3 days
Warden's Lodge Survival resting bonus and bounties + 2 + 2 1000 cp 2 days
Artificier's Hall Mechanics resting bonus + 1 + 0 1600 cp 2 days
Craft Hall Dexterity resting bonus + 1 + 1 1600 cp 2 days
Chapel Resolve resting bonus + 4 + 0 2000 cp 2 days
Training grounds Might resting bonus + 0 + 2 1500 cp 2 days
Towers Perception resting bonus + 2 + 1 800 cp 3 days
Woodland Trails Athletics and Constitution resting bonus + 1 + 2 1500 cp 3 days
West Curtain Wall Protection from the west + 0 + 4 2500 cp 4 days
South Curtain Wall Protection from the south + 0 + 4 2500 cp 4 days
Main Keep needed for visitors and adventures + 3 + 4
Brighthollow Restoration needed for resting + 2 + 0 500 cp 2 days
Eastern Barbican Bars passage to Woodend Plains + 1 + 2 Free Instantly
Western Barbican Bars passage to Isce Ien River + 0 + 2 900 cp 3 days
Merchant Stalls Access to a merchant + 0 + 0 1400 cp 2 days
Brighthollow Courtyard Pool Repair pool + 1 + 0 600 cp 1 day
Brighthollow Hearth Restore order to the keep + 1 + 0 600 cp 1 day
Brighthollow Lab Restore lab + 1 + 0 600 cp 1 day

Benefits of upgrading

There are five bonuses you will receive for getting and upgrading your stronghold.

  • Resting bonuses – Several of the upgrades to your stronghold will grant temporary bonuses to your attributes or skills when you rest in Brighthollow.
  • Adventures for idle companionsCompanions that are recruited but aren't in the party will remain at your stronghold[6] and gain a fractional amount of experience (typically about 75%).[7] While they are idling away at the stronghold, they can take part in their own adventures, earning additional experience for themselves and extra money, items and reputation bonuses for you. If a player uses the stronghold system to manage characters when they aren't in the party, they can have full XP parity if the player wants them to.[8]
  • Merchants - Some of the upgrades host merchants.
  • Ingredients – Some of the upgrades will generate ingredients used for crafting and enchantment.
  • Special offers – Sometimes visitors to your stronghold will have rare items for sale, or perhaps they will offer you items in return for something else.
  • Security - Most of the upgrades improve the security of the stronghold, protecting your wealth and residents.
  • Wealth – You own all of the surrounding lands near the stronghold and impose a tax on all of the inhabitants,[3] but the tax isn't an endless source of income.[9]

Hirelings

Once the player has restored the Barracks in the keep, they can hire up to eight hirelings that can add to the stronghold's Security and Prestige. They can also be used to provide aid to supplicants and to help defend the stronghold during an attack. The player always pre-pays for the services of hirelings for a fixed period of time. Some hirelings will automatically leave after their pay-period is up. If the player cannot pay for the services of a hireling, the most expensive hirelings no longer apply their bonuses to the stronghold. The player has to either find the funds or dismiss the hireling to make use of that slot.[1]

Some hirelings of varying classes are constantly available as a standard. Guest hirelings are available as a result of special events and the player's faction reputations. Their availability at the house may only be for a limited time, or their loyalty might be contingent on the player’s continued good graces with a particular faction.

Given the extreme personalities of some guest hirelings, their bonuses tend to be higher than that of the standard. In some cases, however, their positive bonus in one attribute can come with an added penalty to another. Select hirelings with budget and a healthy balance of Prestige and Security in mind.[1]

Hireling Source Class Cost per day Security Prestige
Berathite Cleric Common Priest 10cp +1 +1
Blooded Thug Common 10cp +1 +1
Goldpact Knight[10][11] Common Paladin 10cp +2
Mercenary Mindstriker Common 10cp +2
Orderless Disciple Common Monk 10cp +2
Rauatai Linebreaker[10] Common 10cp +2
Skirmish Archer Common 10cp +1 +1
Vagabond Skald Common Chanter 10cp +2
Vailian Shock Mage Common Wizard 10cp +2
Vanguard Soldier Common 10cp +1 +1
Warden of the Wilds Common 10cp +2
Aedyran Noble Women Guest 200cp +6
Brutish Warrior Guest Barbarian 50cp +2 +3
Dunryd Psion Guest Cipher 100cp +2 -2
Fellow of St. Waidwen Guest Paladin 90cp +3 +1
Glanfathan Soul Hunter Guest Cipher 100cp +3 +2
Vicious War Criminal[10] Guest Fighter 350cp +3 -4
Aldwyn Salty Mast Brothel 10cp +2
Big Durmsey Salty Mast Brothel 10cp +2
Gjefa Salty Mast Brothel 10cp +2
Iqali Salty Mast Brothel 10cp +2
Lyrinia Salty Mast Brothel 10cp +2
Orico Salty Mast Brothel 10cp +2
Fampyr The Champion of Berath 20cp +5 -3
Crucible Chevalier Winds of Steel Paladin 20cp +2 +4
Doemenel Thief The Changing of the Guard Rogue 20cp +4 +2
Dozens Mercenary Captain The Bronze Beneath the Lake Fighter 20cp +3 +3
Avenger of Skaen Blood Legacy Priest 65cp +3 -2
Korgrak A Farmer's Plight Ogre 50cp +6 -6

Random Events

After getting the stronghold, over time, there is a chance for unexpected events to take place at the stronghold. The events are partially dictated by the Prestige and Security of the house, its purchased upgrades, and hirelings in the player's employ.[1] When a random event occurs, you will be told regardless of whether or not you are physically there. Sometimes, you will need to deal with the event immediately, but usually you are given some time to decide what to do.

Visitors

The most common event at your stronghold is having a visitor arrive. There are all kinds of visitors, but they all share one thing. They can adjust your prestige and/or security just by being at your stronghold.

  • Some visitors give good bonuses and some of these visitors can even be employed as hirelings and will stay on as long as you pay them.
  • Others are not so great, and you can pay them to leave, or get of your unassigned companions to act as an escort to their next location (making the companion unavailable for a time).
  • Some visitors will offer rare items for sale, and some might even offer a very rare item in exchange for one of the prisoners in your dungeon. Items acquired this way can be found in the treasure chest in the Main Keep.

If Visitors die during their stay, the stronghold suffers a Prestige penalty for a while.[12]

Visitor Requirements Effect Resolution
Bad Visitors
Cruel Lord -3 prestige
-2 security
Town Drunk -2 prestige
Wanted Criminal
Gafol the Drunkard -2 prestige
  • Pay his debt (1200 cp) Dyrford Village: Minor Positive.
  • Send him to Bellasege to help in research.
  • Simply send him away.
  • Hang him → -2 prestige.
  • Have Zahua help Gafol quit drinking, discover drugs and start a new life.
Lord Byrnwigar
  • Send Aloth to Byrnwigar's keep to warn people, lie to him → +2 prestige, Aloth busy for 6 days.
  • Send Devil of Caroc to "take care" of him quietly +1 prestige, +1 security.
  • Ask what the peasants have been saying, then recommend benevolence. Option 1 → Nothing.
  • Ask what the peasants have been saying, then recommend benevolence. Option 2 → +1 prestige.
  • Ask what the peasants have been saying, then recommend diplomacy (Diplomatic 2 required) → +1 prestige.
  • Pay him to hire security (700cp) → +1 security.
  • Hang him → -3 prestige.
Nyry the Deft Hand
  • Help escape (1000 cp) Cape of Cheat and Potion of Power.
  • Help escape with Doemenel(need Rank 3 positive reputation) Cape of Cheat and Potion of Power.
  • Tell her to turn herself in → +1 prestige.
  • Hang her → +1 prestige.
  • Kick out.
Solmar the Shackler
  • Suggest him to continue on coast.
  • Suggest him to dock at New Heomar(Lore 4).
  • Buy his slave(5000 cp), then free them(Benevolent) or sell them again(6000 cp).
  • Help him sell slave to Knights of the Crucible, The Dozens, or House Doemenel(need positive reputation).
  • Send Hiravias to free slave, lie to him.
Prestigious Visitors
Aedyran Dignitary
War Hero
Odeyna Fyrgest +5 prestige
+5 security
  • Let her stay → Odeyna Fyrgest stays at keep longer.
  • Pay 5000 gold → +1 prestige
  • Ask Dozen to back off (Requires Dozen positive 2) → nothing
  • You shouldn't hide from your past → nothing or -1 prestige.
  • Have Eder or Mahena help → +1 prestige.
Wealthy Lord +6 prestige
Berolt +3 prestige
+2 security
  • Give him suggestion.
  • Make him safe passage: 2000cp, or Twin Elms positive 2 → +1 prestige
  • Make him safe passage: Aggressive 2  ?
  • Have someone escort him: Hiravias, Sagani busy for 6 days
Lord Sidroc +3 prestige
  • Encourage him to make a stand: Survival 5
  • Encourage him to make a stand: Knights of the Crucible 2
  • Offer to send letters to rivals: → +3 prestige for 7 days, 11 hours
  • Have the rivals dealt with: Aloth busy for 7 days
  • Send Devil of Caroc to "help" Get 1000cp, but Sidroc and his guards die.
Prisoner Requests
Geyda none
  • sell her all prisoners → 500cp (1000cp with Resolve 16)
  • give her all prisoners for free → nothing
  • tell her to use vessels in Esternwood or Heritage Hill and give her 2000 cp → +1 prestige
  • tell her to use vessels in Esternwood or Heritage Hill and send Eder to help: Eder busy for 4 days
  • tell her to use animals in Magran's Fork and Black Meadow and give her 2000 cp → +1 prestige
  • tell her to use animals/vessels and give her nothing → ??
  • send Devil of Caroc to kill her and destroy her research → ??
  • send Aloth to destroy her research → ??
Family Request
Experiments Request
Slaver Request
Rare Item Merchants
Art Dealer
Vailian Merchant
Exotic Wares Merchant
Azzuro
  • Insure the delivery of goods: -5,000cp -> ?
  • Aggressive [2] -> ?
  • Send Edér, Pallegina, Sagani to guard caravans: companion busy for 10 days -> ?
Supplicants

Adventures

After the Great Hall is restored, each turn there's a chance of an off-screen adventure becoming available through the stronghold management interface. Unlike quests, you cannot resolve these yourself - you must assign one of your idle companions to complete the adventure, making them unavailable for the specified number of turns.

If you don't assign anyone to it, the adventure disappears after a limited time. Once you've assign a companion to it, recalling them prematurely cancels the adventure and forfeits any rewards that would have been earned. If the adventure is completed, money and item rewards from the adventure are placed in the treasury chest of the Great Hall, and the companion who was assigned gets additional XP (not shared with the party).

The adventures you can get, are:

Adventure Unique item Additional rewards
Minor (1 turn)
2d50+Prestige > 25
A Court of Spirits Belt of Chimes 15% XP, 150-300 cp
A Forgotten Hollow Wyrwood Ring 15% XP
Black Waters, Broken Tombs ycg Br Tomb Fragment 15% XP
Clerical Errors St. Borragia's Tears 15% XP, 150-350 cp
Sacred Skin Greenstained Boots 15% XP, minor item
The Ivory Horn The Nautilus of Or-Grammon 15% XP, 150-300 cp
The Night Mirror Night Mirror Fragment 15% XP
The Sky Breaker Rod of Wind and Thunder 15% XP, minor item
Witch's Walk The Witch's Hat 15% XP
Minor Adventure - one of: 5% XP, minor item, 150-300 cp, minor reputation bonus
Average (2 turns)
2d50+Prestige > 50
A Wreath of Ashes Remembrance Ashes 15% XP, minor item, 150-300 cp
Bound and Buried Binding Rope 15% XP, minor item, 150-300 cp
Skulls for Mother Father's Teeth 15% XP, 150-300 cp
Still as Stones Mossy Rock × 5 15% XP, minor item, 150-300 cp
The Mourning Circle Mourning Gloves 15% XP, 150-300 cp
The Page Unturned The Blind Monk's Venom 15% XP, minor item
The Weaver's Song Cloak of Comfort 15% XP, 2 minor items, 150-300 cp
To the Waterline Iverra's Diving Helmet 15% XP, 150-300 cp
Average Adventure - two of: 10% XP, average item, 150-300 cp, average reputation bonus
Major (3 turns)
2d50+Prestige > 75
A Curse of Cold Clay Remembrance of Life's Warmth 25% XP, average item, 500-1000 cp
A Whistling in the Reeds Red Reed Wand 25% XP, average item, 500-1000 cp
Ring Finger Nîdhen's Finger 25% XP, 500-1000 cp
St. Ifen's Knot Ifen's Cradle 25% XP, minor item, 500-1000 cp
The Celebrant's Dirge Celebrant's Gloves 25% XP, average item, 500-1000 cp
The Unworn Path Patchwork Boots 25% XP, average item
What the Well Holds Swaddling Sheet 25% XP, 300-750 cp
Major Adventure - two of: 15% XP, average item, 500-1000 cp, average reputation bonus
Grand (4 turns)
2d50+Prestige > 100
A Place of Great Silence The Looking-Inward Chime 35% XP, major item, 750-2000 cp
Lavender and Lye Lavender Wreath 35% XP, major item, 1-2 average items
Lovers' Light Copper Lover's Ring,
Silver Lover's Ring
35% XP
The Crossed Eye Crossed Patch 35% XP, major item, average item, 750-2000 cp
The Wax Maker The Helwax Mold 35% XP, major item, 750-2000 cp
They Who Woke the Stars Constellated Cloak 35% XP, major item
Grand Adventure - two of: 20% XP, major item, 2 average items, 750-2000 cp, major reputation bonus
Legendary (5 turns)
2d50+Prestige > 125
A Solitary Mark Marked Amulet 50% XP, grand item, major item, 1000-3000 cp
At the Edge of All Known Things Amaia's Codex 50% XP, grand item, major item, 1000-3000 cp
Liminal Spaces Ethereal Helm 50% XP, grand item, 1-2 major items, 1000-3000 cp
The Coal Eater Blighted Coals 50% XP, grand item, major item, 1000-3000 cp
The Glass Tree Glittering Gauntlets 50% XP, grand item, major item, 1000-3000 cp
Legendary Adventure - three of: 25% XP, grand item, 2 major items, 3 average items, 1000-3000 cp, grand reputation bonus

Which adventures you get, is determined as follows:[13]

  1. Each turn, the game rolls for an event.
  2. If that event is Adventure (and you don't already have an active adventure), then the game rolls two random numbers between between 1 and 50, adds them to the stronghold's current Prestige number, and uses this sum to determine the adventure category:
    2d50 + prestige Adventure category
    1-25 Tough luck, no adventure!
    26-50 Minor
    51-75 Average
    76-100 Major
    101-125 Grand
    126+ Legendary
  3. From the selected category, a random adventure is picked that hasn't been picked already. (You need to exhaust all unique adventures in one category to get a generic adventure.)

Attacks

Attacks are the most potentially dangerous of all stronghold events. Occasionally troublemakers (of various sorts) will decide to attack your castle. You will be warned ahead of time of any such attack, and are presented with three choices:

  1. Manual Resolve: Your party and hirelings battle the invaders. If you are not at your stronghold, you must return before you can select this option. This option usually results in the best outcome, although some of your hirelings may be killed.
  2. Auto-Resolve: Your hirelings battle the invaders without you. This usually results in the destruction of parts of your stronghold, which you will then have to rebuild, expending time and money. In the meantime, you lose their benefits.
  3. You can ignore the warning. If you continue to ignore it until the time runs out, an auto-resolve will happen.

Attack losses and frequency decrease with higher security. The threat of attacks is the most important reason to keep your security level as high as you can afford. [3]

Map Data

Enemies

Before completing The Old Watcher, Caed Nua is infested with a number of spirits impeding progress further in the keep.

Notable Loot

Plants

Historical notes

Gallery

References

References

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